How Halo Infinite averted disaster

A proven leader and time

Halo Infinite troubled development and successful launch

Though Halo Infinite has been enjoying a successful launch with both the multiplayer and solo campaigns being praised by most fans and critics, its development however, was an arduous one.

343 Industries is a Microsoft-owned studio devoted to producing Halo games after franchise creator Bungie departed Microsoft to go their own direction and create new IPs (i.e Destiny). 343 has a reputation for infighting, outdated internal tech tools and high turnover according to current and former employees who spoke to Bloomberg under anonymity.

During development numerous problems were faced. The game’s engine called Faber, had code dating back to the early 2000s was notoriously buggy and difficult to use. This combined with staff being factionalised into cliques with their own agendas made development even more difficult. Its worth mentioning that half the staff were contract workers who did not last more 18 months.

Their original plan of making a large open-world ‘Zelda-like’ game underwent a heavy reduction that resulted in a semi open-world structure seen in the finished game. This was a compromise to focus on the more pressing issues that required fixing.

To help salvage the game from disaster Microsoft enlisted Joseph Staten, the former head writer of the original Halo trilogy as creative director to lead the demoralised staff. Additionally Microsoft would delay the game by a year to give developers more time to course correct.

Though Halo Infinite is still technically unfinished (in terms of features), it nevertheless runs well and the developers are working hard to add future updates.